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ShadowOfHassen last won the day on December 16
ShadowOfHassen had the most liked content!
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History, Classical Education, Writing, Grammar (They're different), and Fantasy
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On the usage of AI to generate 0 A.D. content
ShadowOfHassen replied to wowgetoffyourcellphone's topic in Official tasks
I'm going to be honest, if AI starts to be openly used for art and stuff, I'd probably stop helping. I have too many problems with it. I could list them all but a big one is I want to be working alongside of a team not people trying to speed run and see if the game can get done quickly. With all due respect, If someone really wants to see the game out sooner rather than later, instead of suggesting/ using AI. They should do the best they can to help. Well we were talking about just removing the alpha and put it in beta... -
Hmmm--- This might require some brainstorming. There's probably another topic for that, but another idea is the game Team Fortress has a kind of premium mode where you get better stuff if you buy a skin or something (Or soI've heard. Again I play very little online) could we do something like that except instead of paying require a forum link of some kind? You can give it a whirl, but you only get special features if you're verified. I don't know what the features would be, but it'd need to incentivize normal people creating a forum account. Another idea is requiring an email for the lobby, just to make it a little harder. I think the cool open source game Veloren was having some problems with bots recently, and that might've fixed it. (Bots are different from smurfs, but it's a little bit of an extra step) We could also talk to administrators for Minetest Servers and other open source games to see what they do. If a lot of them have the same problems, maybe we could pool our the brightest minds, and they could come up with some kind of open source method to help mitigate/ remove the problem. I think the ultimate solution is if we had a TON of players, then if there's one or two bad eggs nobody would notice.
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Random idea that might not be possible. Could we somehow link the gitea 0 A.D. forum account and lobby? At the very least, making the online lobby harder to create smurfs would be useful. I don't know how though.
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Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
Great! I can help with writing-- I can also help with coding scripting if it's something easy like python or Lua, though some other people might be better qualified. -
On the usage of AI to generate 0 A.D. content
ShadowOfHassen replied to wowgetoffyourcellphone's topic in Official tasks
This is something as I said I have a few ideas-- I'll make a dedicated post once the encyclopedia is getting close to be merged -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
How's the campaign coming? -
Interview by the Linux Professional Institute (LPI)
ShadowOfHassen replied to Stan`'s topic in Announcements / News
Oh, I forgot, the interview was very good. Good job! I didn't know the formations were based off my favorite RTS Battle for Middle Earth-- will the 0 A.D. formations get bonuses eventually like in the game? -
On the usage of AI to generate 0 A.D. content
ShadowOfHassen replied to wowgetoffyourcellphone's topic in Official tasks
The thing with AI is it's very very derivative and even if you do it for just planning purposes it's going to be very similar to tracing over someone else's image. (Those two pictures are literally colorized faces of coins) and those icons look like things I can download off opengameart.org I think the complaint of copyright by now is a lost cause legally, so there is no worry about being sued. But I do think we should think about the potential costs. It's obvious that having a professional artist draw it will be better than tracing over any AI. The thing is most artists and other non-programming creatives hate AI with a passion(and for good reason) I'm afraid that using AI for 0 A.D. would scare people away. And while we'd get half decent art sooner, we'd be losing the chance of more artists later. But artists aren't here right now!!! Be patient I think after this release things may be turning up, we literally have the coolest open source game here if Battle for Wesnoth can get artists we can too. (I have some marketing ideas we can try with the encyclopedia and I might be able to get a history Youtuber's attention, but I make no promises.) That said, I do think AI art might be useful for prototyping and stuff, but I don't think it should be used for anything that is shown in the main game. To the point of music, we don't need that we have an amazing soundtrack, and if we really need more songs I know some guys. It might not 100% real instruments, but we'd not be getting that if we use AI anyway. I said from when the Encyclopedia was just a GitHub on my profile that I wouldn't be accepting any AI writing for the encyclopedia. The number one reason for that is the same with Art and Music, if you know what you're doing, the AI created content is very obvious compared to proper English. Even if I couldn't 100% detect it as AI, I'd probably a ton of edits because it's just terrible. I don't know what Vantha's feelings on it and as he's a very big part of the encyclopedia he might have different ideas, but I know I wouldn't be accepting anything that I knew was AI. Additionally (and this is a potential problem with art too). We want to be historically accurate and AI doesn't know how to be historically accurate, an article or picture of a hopilite would have to be scrutinized to be sure it was right-- We'd have to do all the research anyway on how it looked, and we'd have to know what to do in order to fix a bad image/article so we'd need the skills anyway to do that which begs the point why we'd start with that anyway. Again I think the art is OK for prototyping for things like DE (which I really need to get around to playing) but I really don't think anything AI generated should make it in the base game. -
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Interview by the Linux Professional Institute (LPI)
ShadowOfHassen replied to Stan`'s topic in Announcements / News
You can't understand how crazy it is to see the encyclopedia listed as a feature for the game upcoming. It won't be in A27, but we'll be able to get at least part of the encyclopedia out in A28. We want to do some reorganizing after Vantha and the other smarties get the UI figured out, but after that we should be ready to set up the stuff we currently have and writing more. -
Ginnungagap christmas special
ShadowOfHassen replied to Ginnungagap's topic in Introductions & Off-Topic Discussion
I don't play online games, but I love this idea!!! it's too late this year, but we should remember this and work with WFG to make this a bigger thing next year. -
Hero Death Notification
ShadowOfHassen replied to Vantha's topic in Game Development & Technical Discussion
Offhand "shade" does sound better and I think it's right. If you want I can dig around the mythology books and see which ones use which word. Soul does have a connation of Christianity, or Hollow Knight -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
I think that would be better suited for a higher level campaign instead of the tutorial. Having the final attack against Rome should be climactic in a huge sense and in my opinion better when the player already knows what they're doing -
That's a good idea. Hmm... well, I guess we'd have to do some brainstorming... It's just an idea, if the majority of people don't like it when it's a fully developed idea we can not do it.
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Well the thing is the gameplay between single player and multiplayer should be reasonably consistent. Someone should be able to after beating the campaigns be able to jump right into the multiplayer and vice versa. Currently, in the campaign discussion we shot down half the suggestions because we didn't have a civilization. Making a new one we didn't want to do because A. of the work to make a visually distinct style, units, and bonuses like in the normal game, we'd have to make units that are reasonably work for a given civilization. The most effective way for that would be to make a generic civilization for each large group and base the civs off that, like a Greek one to cover Corenth, Thebian, etc. B. We'd have to balance these new campaign civs for every update you do for balancing the multiplayer games. Granted we could do meta balancing, and it'd be easier but still. To do the civs we'd still have to do it. So even after everything, in order to make this easier we'd have to practically make generic factions anyway. I don't see how changing the gameplay effects the multiplayer determinately, it'd just be different. Yes, it'd be a lot of work, but at least this way the ton of work could benefit the multiplayer people too.
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Yeah. I know that Age of Empires 3 you played civilizations you can't get in the original game, but that just made me feel cheated (WHAT ABOUT MY HOOP THROWERS!?!) And it is a little excessive to have to design a completely new civilization for literally everything we'd want to cover. We don't want to get too much like Age of Empires, but what if we limit the strategy that players can do before phasing up? If the player has to make a decision on what alliance they want to take within the first 5 minutes, then the other players would know and be able to change the strategy. Well, that's easy enough, we just design them to play different.